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Copy file name to clipboardExpand all lines: doc/classes/BaseMaterial3D.xml
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The strength of the anisotropy effect. This is multiplied by [member anisotropy_flowmap]'s alpha channel if a texture is defined there and the texture contains an alpha channel.
If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminium and hair reflections.
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If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminum and hair reflections.
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[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken.
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[b]Note:[/b] Material anisotropy should not to be confused with anisotropic texture filtering, which can be enabled by setting [member texture_filter] to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC].
Duplicate using [method PackedScene.instantiate]. If the node comes from a scene saved on disk, re-uses [method PackedScene.instantiate] as the base for the duplicated node and its children.
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Duplicate using [method PackedScene.instantiate]. If the node comes from a scene saved on disk, reuses [method PackedScene.instantiate] as the base for the duplicated node and its children.
Copy file name to clipboardExpand all lines: doc/classes/String.xml
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<description>
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This is the built-in string Variant type (and the one used by GDScript). Strings may contain any number of Unicode characters, and expose methods useful for manipulating and generating strings. Strings are reference-counted and use a copy-on-write approach (every modification to a string returns a new [String]), so passing them around is cheap in resources.
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Some string methods have corresponding variations. Variations suffixed with [code]n[/code] ([method countn], [method findn], [method replacen], etc.) are [b]case-insensitive[/b] (they make no distinction between uppercase and lowercase letters). Method variations prefixed with [code]r[/code] ([method rfind], [method rsplit], etc.) are reversed, and start from the end of the string, instead of the beginning.
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To convert any Variant to or from a string, see [method @GlobalScope.str], [method @GlobalScope.str_to_var], and [method @GlobalScope.var_to_str].
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To convert any [Variant] to or from a string, see [method @GlobalScope.str], [method @GlobalScope.str_to_var], and [method @GlobalScope.var_to_str].
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[b]Note:[/b] In a boolean context, a string will evaluate to [code]false[/code] if it is empty ([code]""[/code]). Otherwise, a string will always evaluate to [code]true[/code].
Copy file name to clipboardExpand all lines: doc/classes/Tween.xml
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[/codeblocks]
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Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
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[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]
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[b]Note:[/b] Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.
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[b]Note:[/b] Tweens are not designed to be reused and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.
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[b]Note:[/b] The tween is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the tween (or [method Node._physics_process] depending on the value passed to [method set_process_mode]).
Full screen window covers the entire display area of a screen and has no decorations. The display's video mode is not changed.
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[b]On Android:[/b] This enables immersive mode.
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[b]On Windows:[/b] Multi-window full-screen mode has a 1px border of the [member ProjectSettings.rendering/environment/defaults/default_clear_color] color.
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[b]On macOS:[/b] A new desktop is used to display the running project.
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[b]Note:[/b] Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
A single window full screen mode. This mode has less overhead, but only one window can be open on a given screen at a time (opening a child window or application switching will trigger a full screen transition).
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Full screen window covers the entire display area of a screen and has no border or decorations. The display's video mode is not changed.
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[b]On Android:[/b] This enables immersive mode.
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[b]On Windows:[/b] Depending on video driver, full screen transition might cause screens to go black for a moment.
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[b]On macOS:[/b] A new desktop is used to display the running project. Exclusive full screen mode prevents Dock and Menu from showing up when the mouse pointer is hovering the edge of the screen.
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[b]On Linux (X11):[/b] Exclusive full screen mode bypasses compositor.
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